Here's a tip for anyone using this addon. He says in the video you have to work your way up from the root because the rotation of the previous bone affects attached bones. One simple thing you can do if you need to fix a bone in the middle of your rig is simply to go into edit mode, detach any child connected to it (alt + P), go back into pose mode, rotate the bone, and then go back into edit mode and re-parent any child bones you had disconnected. This saved me a lot of time.
I must say your addon is amazing. Thanks for providing this tool for us. It's so much better and simpler than the rokoko addon. This one gives you complete control over the transfer which is crucial to fix very specific problems I was having. Again man, you are awesome!!
You're welcome. We use it every day... The calc all button be broke, but all else works, should do another tut for how to set up pole bones and ik rigs.
thank you thank you thank you .. it's life saver, very easy to use and transfer than any other blender plugin on this earth, i tried this to transfer from BVH to AutoRigPro skeleton . The 'calc correction' in Pose position is magic !! subscribed ... may god bless u
Powerful stuff wow! you most definitely went above and beyond the call of duty here. Thanks for the awesome tutorial and add-on. I will surely try to figure out how to use this new Blender animation retarget addon, looks quite useful.
I know you must have seen the rokoko add on. But I have you continue on this project. Rokoko might be faster but it just doesn't have that level of ability to correct twisting, unlike your add-on.
Yes! This is perfect for my experiment ☺️ my only wish is that it was made for the older blender 2.7 since that is my jam but you know what they say about not picking miracles
@@DarkShroom well when I made this video 2.8 wasn't out yet. Also for second life all of the plugins needed to make things go work in the 2.7x blender Plus it makes me happy so I use it.
Yeah, baby steps, Ive created the ui for that but I needed to create a global bone rotational operator's code base in python first and this script vetted it out, quaternion math is a pain...
Amazing script... Saves me a lot of tedious work creating constrains with proxy rigs... Could be even better if there is a way to create a button that looks for matching names in both rigs and do the creation of the list automatically (could it work for rigs with same name on bones?) Tnx a million anyways 👏🐱🏍
I know Blender that well and have never done rigging, and I watched this video at 2x so it's possible I missed something but... can't you do something like remove the rig from the makehuman, then take a dummy copy of the rig on the right from Radical and attach it to the makehuman and avoid all the bone-by-bone linking? Or is that more work than what you did? Or, could you add a Radical-conforming rig to the makehuman app so on the Pose/Animate->Skeleton panel of makehuman you could choose your custom Radical-compatible rig and when you import to Blender most of the work would already be done?
We make Long movies, every minute counts, so saving not putting on a suit helps. Always keep the end goal in mind, and use the best solution, truth be told both solutions were ok, we're working on getting professional suits and making our own solutions for a while got us here, we couldn't have done it without them.
hi there, Does this addon still works ? Tried installing on latest Blender 2.92 .. but does not seems to appear after running install on the preference>addon page. Seems like a great tool to use if it works ... thanks in advance.
@@checkeredbug8015 The problem is .. it is not even appearing on the Preference>Addon page after I run install from the zip file name : Keemap-Blender-Rig-ReTargeting-Addon-main.zip
I tried a bunch of other stuff and finally used the global matrix to get the current position of th target and source bones. I then used blender's built in difference function to get the difference between the two. I rotated the target bones local space quaternion by this difference and it worked. I still don't really understand quaternions.
I have been working with your script to remap Mixamo animation onto a rigify rig and have run into a serious issue with the transferred results. The mapping aspect of the software is straight forward and works great. After working on getting my rigs as closely matched as possible I transferred the animations from the Mixamo rig to my rigify rig. At first glance everything seems all good. The transfered animation plays back as expected. However, taking a closer look at the resulting animation data you can see that for some reason the script has taken portions of various rotation curves and offset the data by 180, -180, or 90 degrees. The visual results in the animation appear to be correct but editing the data is a non starter. Any thoughts? Thanks.
I put correctional rotations for each bone so you can fix issues like that. Make absolutely certain all locks and constraints are removed PRIOR to transfer, they are a major cause of problems.
@@checkeredbug8015 Thanks for the reply. The issue is with the curve data itself getting mangled. Not the bone rotation. I will look at constraints to see if they are causing any issues.
thanks for this addon and tutorial , i have a little problem after i rtarget the bones . the orientation of some bones are flipped offset by 90degrees. do i have to manually fix all the bones orientation to match the source? this seems quite hectic though its not an issue from the addon. thanks again.
Scrub to the timeline to show the problem, Rotate the destination bone so it is correctly oriented, then press the calc correction button, the bone will no longer be flipped.
@@checkeredbug8015 okay will try it out, thank you. im coming from 3ds max and quite confused how blender rotation constraint works , 3ds max seems quite straight.
The script copies global rotation from one bone to another with a correction. All children of that bone move as well which is why its important the order of the bones, move parents first. The rig I got from makehuman i got by using the makehuman blender addon. Hope that helps.
Here's a tip for anyone using this addon. He says in the video you have to work your way up from the root because the rotation of the previous bone affects attached bones. One simple thing you can do if you need to fix a bone in the middle of your rig is simply to go into edit mode, detach any child connected to it (alt + P), go back into pose mode, rotate the bone, and then go back into edit mode and re-parent any child bones you had disconnected. This saved me a lot of time.
Very impressive. This got me out of a bind when Rokoko failed to transfer my animation to my armature. Thank you so much!
I must say your addon is amazing. Thanks for providing this tool for us. It's so much better and simpler than the rokoko addon. This one gives you complete control over the transfer which is crucial to fix very specific problems I was having. Again man, you are awesome!!
Finally, I can correct the twisting of the bones. :D
just tested with Blender 3.5.0 and this works so far, thank you for this great plugin mister 💕
You're welcome. We use it every day... The calc all button be broke, but all else works, should do another tut for how to set up pole bones and ik rigs.
thank you thank you thank you .. it's life saver, very easy to use and transfer than any other blender plugin on this earth, i tried this to transfer from BVH to AutoRigPro skeleton . The 'calc correction' in Pose position is magic !! subscribed ... may god bless u
Powerful stuff wow! you most definitely went above and beyond the call of duty here. Thanks for the awesome tutorial and add-on. I will surely try to figure out how to use this new Blender animation retarget addon, looks quite useful.
Thanks for the video and good work with your script. I hope Blender and related Companies work with this to improve industry!
Thank you so much for this level of control. This is amazing.
thanks so much , i tried the addon again recently and its marvelous . thank you so much
I am honored and happy it works for you, it gets daily use at spark studio.
Thanks! It worked here in the current version!
I know you must have seen the rokoko add on. But I have you continue on this project. Rokoko might be faster but it just doesn't have that level of ability to correct twisting, unlike your add-on.
Yes! This is perfect for my experiment ☺️ my only wish is that it was made for the older blender 2.7 since that is my jam but you know what they say about not picking miracles
why stick with old blender that makes no sense, i use 2.8 the the keys set in 2.7 mode it's only had enhancements
@@DarkShroom well when I made this video 2.8 wasn't out yet. Also for second life all of the plugins needed to make things go work in the 2.7x blender
Plus it makes me happy so I use it.
This addon is a great help to me, Thanks a lot
You're welcome 😉
Really just a wonderfully intuitive script. Awesome stuff!
Great but it seems like we didn't get a tutorial of openPose full body to blender 2.8, right?
Yeah, baby steps, Ive created the ui for that but I needed to create a global bone rotational operator's code base in python first and this script vetted it out, quaternion math is a pain...
Amazing script... Saves me a lot of tedious work creating constrains with proxy rigs... Could be even better if there is a way to create a button that looks for matching names in both rigs and do the creation of the list automatically (could it work for rigs with same name on bones?) Tnx a million anyways 👏🐱🏍
yeah but the legs where wobbling around, so you would need to edit this animation maybe?
I tried the Add-on on 2.83.0, 2.83.1, 2.83.5 and 2.9x versions. It installs, I can tick the bool on but I get nothing in the N-Panel... Any ideas?
You must be in pose mode
Same problem v2.91.2. (But works on my Mac)
@@checkeredbug8015 thanks, in the end I created my own script because I couldn't get it to work. I somehow missed your reply.
I know Blender that well and have never done rigging, and I watched this video at 2x so it's possible I missed something but... can't you do something like remove the rig from the makehuman, then take a dummy copy of the rig on the right from Radical and attach it to the makehuman and avoid all the bone-by-bone linking? Or is that more work than what you did? Or, could you add a Radical-conforming rig to the makehuman app so on the Pose/Animate->Skeleton panel of makehuman you could choose your custom Radical-compatible rig and when you import to Blender most of the work would already be done?
Checkered Bug thank you.
for some reason it does not appear in the blender (I already installed it as an addon in blender)
Must be in pose mode
I am suprised you used Radical. You created your own suite and then use Radical?
We make Long movies, every minute counts, so saving not putting on a suit helps. Always keep the end goal in mind, and use the best solution, truth be told both solutions were ok, we're working on getting professional suits and making our own solutions for a while got us here, we couldn't have done it without them.
So can I capture hand and fingers and face motion
If you have the source armature with the motions ont the script will transfer it.
the script do not work with blender 2.92 help please
It does work, only in pose mode, make sure you aren't trying to install a zip file with another zip inside
I installed and enabled the addon but it's not showing up. please why is that?
You must be in pose mode to see ui
sooooooooooooooooooo,goooooooooooooooooood
hi there,
Does this addon still works ? Tried installing on latest Blender 2.92 .. but does not seems to appear after running install on the preference>addon page.
Seems like a great tool to use if it works ... thanks in advance.
It works, make sure you're in pose mode to see the addon tab.
@@checkeredbug8015 The problem is .. it is not even appearing on the Preference>Addon page after I run install from the zip file name : Keemap-Blender-Rig-ReTargeting-Addon-main.zip
ah sorry realise I have to extract another zip file within the downloaded zip file .. got it this time. KeeMap Rig Transfer Addon.zip
13:34 can you elaborate on that?
Sure, to set the global rotation of a bone I tried marching down the parent child relationships using quaternions and I could never get it to work.
I tried a bunch of other stuff and finally used the global matrix to get the current position of th target and source bones. I then used blender's built in difference function to get the difference between the two. I rotated the target bones local space quaternion by this difference and it worked. I still don't really understand quaternions.
I have been working with your script to remap Mixamo animation onto a rigify rig and have run into a serious issue with the transferred results. The mapping aspect of the software is straight forward and works great. After working on getting my rigs as closely matched as possible I transferred the animations from the Mixamo rig to my rigify rig. At first glance everything seems all good. The transfered animation plays back as expected. However, taking a closer look at the resulting animation data you can see that for some reason the script has taken portions of various rotation curves and offset the data by 180, -180, or 90 degrees. The visual results in the animation appear to be correct but editing the data is a non starter. Any thoughts? Thanks.
I put correctional rotations for each bone so you can fix issues like that. Make absolutely certain all locks and constraints are removed PRIOR to transfer, they are a major cause of problems.
@@checkeredbug8015 Thanks for the reply. The issue is with the curve data itself getting mangled. Not the bone rotation. I will look at constraints to see if they are causing any issues.
There is no .zip in the Git now.
Yeah, I moved the zip to the releases section where it should be.
thanks for this addon and tutorial , i have a little problem after i rtarget the bones . the orientation of some bones are flipped offset by 90degrees. do i have to manually fix all the bones orientation to match the source? this seems quite hectic though its not an issue from the addon.
thanks again.
Scrub to the timeline to show the problem, Rotate the destination bone so it is correctly oriented, then press the calc correction button, the bone will no longer be flipped.
@@checkeredbug8015 okay will try it out, thank you. im coming from 3ds max and quite confused how blender rotation constraint works , 3ds max seems quite straight.
Great, great, great!!
Honestly I am quite confused.
how so?
@@checkeredbug8015 if the rig is say like an mhx rig how does this work? The bones aren't the same.
The script copies global rotation from one bone to another with a correction. All children of that bone move as well which is why its important the order of the bones, move parents first. The rig I got from makehuman i got by using the makehuman blender addon. Hope that helps.
@@checkeredbug8015 the mhx rig is from make human also. That's why im asking. But I suppose I'll have to simply keep playing with it.